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Hello,
An average of granite do a good job! Thanks, but I don't know if it is
the better choice :)! But this is good for me!
Fabian.
Fabian Brau wrote:
>
> Hello,
>
> one can see the picture I post on pbi (the post was water texture). This
> picture was done with lightwave (not by me :)). So this use shader. If I
> have well understood, a shader can give texture (like povray texture)
> but also give a 3D deformation of the object (example: a sphere can be
> deformed by a shader to look like a AIDS virus (with small cones
> everywhere and this is real 3d cones)). So with shader it is sometime
> more simple to modelling things (but certainly more complex).
>
> If you look the picture, you will see two scale in the normal:
>
> 1) one which look like a large scale bump
> 2) another which you like a smaller scale pattern (but which one??)
>
> The question is:
>
> how can I make a normal with two scale like this?
>
> I have try with normal_map but without success (it is perhaps because I
> am not so good :)). The best result I have obtained is with layered
> texture but it is quite hard!!
>
> I thing it could be interesting for povray evolution to find good
> textures for common things.
>
> For clouds, many user have found good methods (example: jaime vives
> Piqueres http://members.xoom.com/jaimevives/).
>
> But for water, ocean etc... perhaps one can do better.
>
> Suggestion?
>
> Fabian.
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